Increases the Seeker Missile unit's tracking range by 50% (13 to 19.5).
Holy shit, are Seeker Missiles FINALLY going to be viable? Are we FINALLY going to see the SC2 equivalent of SK Terran become a reality?
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Clbull
United Kingdom1439 Posts
Increases the Seeker Missile unit's tracking range by 50% (13 to 19.5). Holy shit, are Seeker Missiles FINALLY going to be viable? Are we FINALLY going to see the SC2 equivalent of SK Terran become a reality? | ||
Krieg1
14 Posts
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Beelzebub1
1004 Posts
David Kim is in there! Standing at the concession! Plotting his oppression! | ||
MadChem
Germany218 Posts
On October 07 2016 10:31 Athenau wrote: So..a unit that's really really good at killing buildings (especially static-d), and pretty good at killing workers and small groups of low-health combat units, while packing that damage into fewer units. Hmm, what does that sound good for? If you answered "drop play" you're a winner. The damage profile, and the fact that you only have to drop two cyclones (as opposed to eight marines or four marauders) to start doing full damage makes it a surprisingly potent raiding/harass option for mech, at least on paper. So there you have it folks, test-map Cyclones are good at harassing with medivacs (loool). Ime, opening with with a Cyclone drop proofs to be very effective in all mu. It might be that people need to get used to it. Nevertheless, you cannot lose these drops! | ||
FLuE
United States1012 Posts
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PharaphobiaSC
Czech Republic457 Posts
On October 08 2016 09:07 FLuE wrote: I hate these updates all it does is reaffirm they have no idea what they are doing. And you have no clue what you want so? | ||
PharaphobiaSC
Czech Republic457 Posts
On October 08 2016 04:35 Krieg1 wrote: why no autocast or remove mechanic, its more fun, the only reason why a few people against it is there ego... "uhh iam so good at mechanics, iam a good player and this is my life" .. no fun at all. Zerg gameplay would became boring af.... | ||
Exquisite7
34 Posts
On October 08 2016 09:07 FLuE wrote: I hate these updates all it does is reaffirm they have no idea what they are doing. You are so far away from being correct. This type of transparency is exactly what is needed in this community. It is awesome to see that they are revealing their thoughts and opinions very often. | ||
Victory1
2 Posts
On October 07 2016 20:27 Gwavajuice wrote: Show nested quote + On October 07 2016 13:29 PEPE!! wrote: On October 07 2016 08:04 Victory1 wrote: I don't know why so many people are against auto casting larva. As a zerg player, the most fun I have had playing sc2 was when larva was auto-injected. There is so much more time to focus on macro, micro and tasks that generally provide impact to the game, not a mundane click on a hatchery that is required or the race cannot be played. Zerg already has the most difficult macro in the game due to having more bases than the other races, and constantly having to deal with harass on an expanded front. If really necessary, there are also many other ways to make zerg's macro feel a little more difficult. 1.increase base larva spawn on the hatchery, and give queen an ability with a large cooldown to further increase the spawn rate. Or just simply increase the time between each cycle so that zerg's have more time in between to focus on other tasks. -this will keep the larva mechanic in play, but not force zerg to inject as many cycles per game. 2.Use the auto-cast larva mechanic, but change creep tumors so that they spread much less creep, and have a slightly shorter cooldown. -this will require the zerg to focus much more attention to spreading creep, which will generally feel more impactful then spawning larva. These are just two ideas that I came up with that will generally add more fun to the zerg race, and all of its matchups. I have played starcraft and visited this website for over 8 years and I have just now created this account in order to make this post, that is how strongly I feel about this issue. I don't think I am the only one who feels this way, but if the majority of zergs like spawning larva aimlessly every game, then the ability should obviously not be removed. However, I cannot take those arguing that they have spend years "mastering" this mechanic seriously because this mechanic is very simple, it can be mastered in a very short amount of time, and on top of all, we have had to adapt to much larger changes since SC2's inception. Cheers. I personally agree that removing the inject mechanic were the funnest time to play zerg. It is required that you build a queen every time. Don't think any other caster is forced like that. Also, if queens weren't required, we could probably see some cool early tech builds that could pressure outside of roach / bane busts. Increase larva spawn rate and remove inject GO!. You'll probably want queens anyway for early game defense, I mean : you only need 3 queens to inject, so if people makes 8 to 9 it must mean inject is not the only thing they do, doesn't it? Back on the subject, yes auto inject might have been more fun for you but only because your mechanics are not good enough to inject creap spread and micro units at the same time, which is the case of 99% of the population, but it's fine because the whole point is to make the game mechanically demanding so separate normal players from true skilled players. I don't think anybody wants random low tier players to be able to beat the top tier players, each time it happened, we used "patch zerg" or "patch protoss" or "patch terran" to describe these people, and most importantly when game got fixed these players disappeared while the true kings remained. Autoinject would make average player closer in skill from the top players, and they'll like it at first, but I do not think it would be god for the game in the long run. Granted I am not a high masters or grandmaster player, but I was a consistent mid-low masters for a very long time during my most active years, and I can tell you that my mechanics where strong enough in order to spread creep and consistently hit my inject timings. When I was referring to the lack of impact regarding inject larva, it was more of a personal opinion. Actions like developing map presence (creep spread), or atacking my oponent on multiple fronts with burrowed roaches, lings or even drops feel much more impactful to me because I can instantly see if I am putting myself in a more advantageous position to win the game... not to mention that there is a strategic element involved. You would be surprised how much more exciting a Zerg matchup is when the Zerg has more time to take advantage of an opponent's weaknesses, and focus more on microing units in multiple areas of the map. I fail to see how inject larva is the same as spreading creep or even dropping mules for that matter, at least Terran must sacrifice extra supply or scouting abilities. Inject larva is different from the other macro mechanics because it involves no strategic element nor does it provide versatility like chronoboost. I also think that many zergs agree that they would rather allocate the time required to inject larva to different aspects of the zerg's macro. It would make the game more enjoyable for the player and the viewer. I'm sure most players on team liquid enjoy a close game of starcraft that is difficult, but satisfying to win, which is why I am not proposing that blizzard should make zerg easier to play. Working hard for a win is satisfying, but clicking mindlessly on a hatchery due to a lack of strategic options seems robotic. I personally don't think inject larva belongs in a "strategy" game... and Starcraft is the best strategy game of all time? | ||
arb
Noobville17921 Posts
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Ej_
47656 Posts
On October 08 2016 16:01 arb wrote: wait inject is auto cast now? no | ||
Dingodile
4133 Posts
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Elentos
55550 Posts
On October 08 2016 17:19 Dingodile wrote: They should remove/automatic all macro boosters for all 3 races. So players can finally spend more time with the army activity. They tried both during beta and were not convinced by the results. | ||
Alluton
Finland113 Posts
On October 08 2016 17:19 Dingodile wrote: They should remove/automatic all macro boosters for all 3 races. So players can finally spend more time with the army activity. Except that protoss and terran have choices with their macro boosters so there is no possibility to automate them. | ||
Elentos
55550 Posts
On October 08 2016 18:00 Alluton wrote: Show nested quote + On October 08 2016 17:19 Dingodile wrote: They should remove/automatic all macro boosters for all 3 races. So players can finally spend more time with the army activity. Except that protoss and terran have choices with their macro boosters so there is no possibility to automate them. The current chrono boost came from their attempts to automate the mechanics (yeah didn't really work). In beta they also tried automated MULEs. Oh and then they had those 3 weeks where chrono and MULEs were removed and lava inject was automatic but gave less larvae. Those were some bad weeks for non-Zergs. | ||
weikor
Austria580 Posts
Think of a hypothetical game where you can only build a gateway and a Nexus. A lot of now unseen strategy in Sc2 would evolve and players would become exceptionally good at zealot control. Micro, positioning, building placement, unit positioning, attack times, flanking, expansion timings, multi pronged attacks, proxies- all of them would play a huge role in winning. So even with just one unit in the game that only melee attacks - there would be an elite, a "pro player" would still go to blizzcon and sweep the floor with everyone. Theres less to do so maybe he pulls off a 5 sided attack. Of course, thats just an example - but the point is, remove shit that isnt fun, make the game easier to control and casuals and pros will love it. In its current version - a lot of the strategy is hidden behind 200-400 apm of optimal base management. All the strategy gets lost in lower leagues (advice i often hear "you should just focus on making marines contantly and A move them to your opponent") - why should that be fun in any way? | ||
[PkF] Wire
France24202 Posts
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Elentos
55550 Posts
On October 08 2016 18:47 [PkF] Wire wrote: Disruptor is fine in PvZ / PvT but should be toned down in PvP. I find it really bad against Terran honestly. As a Terran I much rather play against disruptors than colossi or storm. So I'm not sure I'd call it "fine". | ||
Probe1
United States17920 Posts
On October 08 2016 13:17 Exquisite7 wrote: Show nested quote + On October 08 2016 09:07 FLuE wrote: I hate these updates all it does is reaffirm they have no idea what they are doing. You are so far away from being correct. This type of transparency is exactly what is needed in this community. It is awesome to see that they are revealing their thoughts and opinions very often. It's six years in, they've pissed away 90% of their players, the community of pro gamers has "downsized" which is "healthy", and they still don't know how to make units/mechanics introduced in WoL work. I think it's very safe to say they don't know what they're doing. | ||
[PkF] Wire
France24202 Posts
On October 08 2016 18:50 Elentos wrote: Show nested quote + On October 08 2016 18:47 [PkF] Wire wrote: Disruptor is fine in PvZ / PvT but should be toned down in PvP. I find it really bad against Terran honestly. As a Terran I much rather play against disruptors than colossi or storm. So I'm not sure I'd call it "fine". I don't think it needs to be any better. What's wrong if colossi and storm are the aoe P should gear for in PvT ? | ||
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